[ RELEASE] GRAVEYARD "just another walk in the park"
#61 Posted 09 March 2015 - 04:12 PM
I tweaked the skin on the wood bench per LeoD's suggestion.
I added a little something for the player down in the "dead end" area of the map as per Micky C's suggestion.
I added more shotgun ammo for map1's ending sequence.
I added in the broken chair model per LeoD's suggestion.
Please keep the suggestions coming. The sooner I hear of them the sooner I can release these fixes as one patch.
#62 Posted 11 March 2015 - 11:07 AM
Mark., on 09 March 2015 - 04:12 PM, said:
- skeleton's feet clip into wall
- pitch skeleton to lie correctly on the slope
- fire sprite clips into wall
- why not use he HRP's firevase model?
- the book should have a meaningful high resolution cover, like this for example.
[EDIT:]*nix user might appreciate if VOC and WAV file names (incl. extensions) had no upper/lower case conflicts with their USER.CON definitions.
This post has been edited by LeoD: 11 March 2015 - 11:21 AM
#63 Posted 11 March 2015 - 02:53 PM
Thanks again. I also found a few more texture alignments to tweak.
This post has been edited by Mark.: 11 March 2015 - 04:37 PM
#64 Posted 12 March 2015 - 03:07 PM
When the user extracts the patch file will those files go to their proper folders?
This post has been edited by Mark.: 12 March 2015 - 03:08 PM
#65 Posted 15 March 2015 - 06:01 PM
- tree clips into ledge
- shield and shotgun ammo clip into wall
- no sound when destroying vases - check your eduke32.log for missing sounds, example excerpt attached
- the low-res lavaman projectiles are not convincing, what about a recoloured firelaser.png from DukePlus?
- you could use the HRP alien switch, turn this shotgun ammo by 180°
- use HRP fire extinguisher model
- use HRP clock model
- maybe even HRP bottles
- secret unreachable (?), but I can grab the gun through the wall
- since you're already using HRP assets anyway, adding hrp_art_license.txt seems appropriate
-> ask your modellers how to license their contributions, if not HRP-like
- you could let the book mentioned above talk, clip attached (I just love this one)
Attached File(s)
-
heaven.flac.zip (42.37K)
Number of downloads: 494 -
eduke32-graveyard-sounddefs.log (106bytes)
Number of downloads: 508
#66 Posted 15 March 2015 - 06:56 PM
The vases are making their noise when breaking on my end.
Yes, I should replace some of those sprites with models. I think they were only used once and in the bonus map which is why I probably decided at the time they were "good enough".
The lavaman projectile was going to be a fancy firey blob and it needed to be moved to align better with the model. Time constraints left that feature behind.
I'm guessing you were familiar enough with the layout of the bonus map that you knew to go against that secret wall to get something. I couldn't figure out an easy way to implement the proper sliding out effect and so I left it half done and forgot all about it. Til now that is.
I'll see what I can do. Thanks.
#67 Posted 17 March 2015 - 09:35 AM
Mark., on 15 March 2015 - 06:56 PM, said:
Mark., on 15 March 2015 - 06:56 PM, said:
I think the chairs on which the scientists are sitting should not be breakable.
This post has been edited by LeoD: 17 March 2015 - 10:14 AM
#68 Posted 17 March 2015 - 03:02 PM
I made a note to switch the vase in the bonus map to the same as in the other maps. The sound effect too.
#69 Posted 22 March 2015 - 06:29 PM
#70 Posted 24 March 2015 - 05:40 PM
This post has been edited by Mark.: 24 March 2015 - 05:42 PM
#71 Posted 17 April 2015 - 02:57 AM
#72 Posted 17 April 2015 - 04:01 AM
This post has been edited by Mark.: 17 April 2015 - 04:30 AM
#73 Posted 17 April 2015 - 04:51 AM
Using pipe bombs to clear a room is wayyyyyyy too much fun.
This post has been edited by Tea Monster: 17 April 2015 - 04:53 AM
#74 Posted 17 April 2015 - 03:06 PM
#75 Posted 17 April 2015 - 04:02 PM
The ending is very Douglas Adams. I'm surprised nobody has picked up on this yet.
#76 Posted 17 April 2015 - 04:21 PM
This post has been edited by Mark.: 17 April 2015 - 04:34 PM
#77 Posted 03 June 2015 - 12:50 PM
It's not scary, I'll start there - but I never thought it was meant to be. The whole thing comes off very satirical and campy. The opening dialogue really sets the tone, "Oh boy, a graveyard after midnight" and etc. (I know that's not an exact quote).
I enjoyed it that way though, especially as it becomes more silly with the whole "guy late for business meeting ends up IN HELL" situation.
Like a cross between Bill and Ted's and Army of Darkness or something.
Anyways, all that aside - there's lots of impressive things at play here. I do agree with the above comments about the simplicity of the level design and issues with progression. I did find myself getting lost quite frequently but was eventually able to piece the trail together.
Some concepts felt illogical for the layout, just in terms of where things connect - but with the whole Monty Python vibe it didn't take me out of it too much.
Lots of beautiful textures, lighting, and models. I LOVED the "Bloatthrone" actor.
The ending of the last level did feel "congested" in the sense of the Hell map being a MASSIVE sprawling wasteland of fire and brimstone, but then the final moments taking place in a small cave, a small pit, and some underwater chambers.
I was really itching for a massive boss battle of some capacity.
I did notice entire areas of the maps were sometimes non-critical, and haven't had a chance to replay them and go behind the Odin statue or etc. but I will soon.
The sounds and models did have a grab bag feel sometimes, like they weren't all part of the same world. Sometimes, you can see that an artist has pulled together resources from a bunch of places and put them together.
It can be tricky to hide this, and I can't really think of specific examples (except maybe the Half Life zombies next to things like Duke's dead body, and the Skeletons, etc.)
Things sometimes felt independent, instead of part of one big world.
P.S The Blood bonus level - awesome! I love Blood.
P.S.S - How did you manage to map this so dark?
I've done some dark maps before but... is there is a trick/advice on doing REALLY DARK maps? I can't see shit when I'm building.
Did you go back and lower the shades after for all your surfaces? etc.
Cheers,
#78 Posted 03 June 2015 - 01:47 PM
Yes, mapping for dark areas can be a pain sometimes. What helped tremendously was the Mapster script made by I think Helixhorned that allows you to turn on an oversized flashlight to simulate how things will look in Eduke. Also having the F11 brightness turned up to 10 or 12 in Mapster is sometimes enough to see things. I actually did have to do some global shading changes because in the couple of years I spent creating the assets and maps, Mapster and Eduke went through a number of shading and visibility changes and I had to adapt.
I'm glad you liked the bonus level too. I figured a lot of people would get a kick out of it.
This post has been edited by Mark.: 03 June 2015 - 01:51 PM
#79 Posted 04 June 2015 - 08:54 AM
Overall this is a super impressive release and I'm blown away by the amount of customized content you packed in here.
And I say stick with Polymer! It's the way to go, 100%.(re: Decay).
This post has been edited by Evil Ash: 04 June 2015 - 08:56 AM
#80 Posted 23 June 2015 - 12:12 PM
This post has been edited by Max Payne: 23 June 2015 - 12:12 PM
#81 Posted 23 June 2015 - 12:42 PM
#82 Posted 23 February 2016 - 01:56 PM
#83 Posted 23 February 2016 - 11:28 PM
You might want to make some of the levels more creepy and lovecraftian in theme. Get that fat dude to make you some more critters and some set props.
#85 Posted 26 February 2016 - 10:38 PM
Well done. Creepy to downright vicious at times. No comments; except: pictures speak a thousand words.
This post has been edited by Hank: 26 February 2016 - 10:38 PM
#87 Posted 06 November 2016 - 10:34 AM
Downloaded and played. Really nice thing. Really liked the humor. And I actually found the second and third map quite scary.
Really good mod. Although it took me reeeeaaalllyyy long to find that damn nun in the first map.
#88 Posted 06 November 2016 - 11:37 AM
This post has been edited by Mark.: 06 November 2016 - 11:38 AM
#90 Posted 15 September 2017 - 11:33 AM
I was bored one day and decided to add on to my Blood bonus map from the Graveyard mod. I added in more enemies, ammo and "eye candy" along with a different ending. Some players commented that the previous ending was goofy. So I made it a more conventional type. It not a huge difference from the original bonus map but it was something fun to modify for a short while.
The zip file is just a map. Unzip it into the game's main folder. Thats it. Then choose USER MAP from the menu and choose bonusmap2.
Attached File(s)
-
bonusmap2.zip (37.87K)
Number of downloads: 370